To ease the process of debugging a node group while creating
a node tool, while the group is visible in a node editor, log the socket
values from its last execution. The values are only logged for the
active object is nothing selected. The Viewer node is still not supported
because visualization would probably be very tricky.
Pull Request: https://projects.blender.org/blender/blender/pulls/120596
For socket value logging this needs to be used in a couple other places.
Also remove the operator name argument. For the forseable future this
will only be used with the existing node tools operator anyway.
Currently the node tools asset tree for extending 3D view headers is
rebuilt whenever it's cleared, which is done by clearing the tree's storage.
That means the data is rebuilt on every redraw if there are no node tools
and the tree storage is empty. With larger asset libraries that can be
quite expensive.
Now, instead of clearing the map, use a new dirty tag to store whether
the asset tree is out of date compared to the assets.
This should resolve#120494
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
Also fix the poll to properly check for the remaining unsupported types.
Don't add back Quaternion support, since that's arguably less useful,
and we might want different ways to set those values compared to
just entering WXYZ.
It's possible for an object to be in edit mode without being selected. Use the
`FOREACH_OBJECT_IN_MODE_BEGIN` iterator to find all objects in the mode instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/119412
I think the issue is that the run-node-group operator overwrites the data stored in the
`Mesh` while mesh edit mode operations typically only change the `BMEditMesh`. It
seems like that causes issues because the mesh edit mode undo stack does not
keep track of changes to the `Mesh`. When hitting undo, Blender assumes that the
`Mesh` stored in the object has not changed and therefore it does not have to be
read from the undo step again.
The preliminary fix implemented here is to just not change the `Mesh` but only the
`BMEditMesh` like any other edit mode operator. This seems to solve the issue.
I haven't quite figured out yet how to tell the undo system that the `Mesh` has to be
loaded from the undo step when undoing out of mesh edit mode. Doing that might
provide a better solution.
Pull Request: https://projects.blender.org/blender/blender/pulls/119015
When the "use_attribute" properties were added, boolean IDProperties
didn't exist. Then we didn't change it for a while because of forward
compatibility concerns. But currently we always convert boolean
properties to integer properties when saving anyway (since
2ea47e0def, so there is no issue with compatibility.
Using booleans makes working with the properties in the Python API
a bit friendlier.
Pull Request: https://projects.blender.org/blender/blender/pulls/119129
For various reasons, node tools don't support some data. Shape keys aren't
supported because their format is entirely different for evaluated and
original data-blocks, and node tools currently work in the "evaluated"
world. Though that would be nice to change, in the meantime users
should at least be warned when this happens.
This PR adds a simple "Mesh shape key data removed" operator warning.
See #113662
Pull Request: https://projects.blender.org/blender/blender/pulls/118986
Basic motivation is that `AssetCatalogService::get_catalog_tree()`
should return a const tree, since this tree is internal state and
shouldn't be modified from outside. This exposed a whole bunch of const
incorrectnesses and just generally allows to make much more of the API
const (as it should be).
Also use references instead of pointers in testing functions, where null
is not an expected value.
PR #118382 exposed an issue where creating a catalog with non-existing
parents would trigger an endless recursion. When creating the missing
parents, the tree would be rebuilt, which would again try to create the
missing parents, for which the tree would be rebuild, etc. It just
happend to work fine for creating single catalogs with existing parents.
Rather than rebuilding the tree immediately, tag the asset library as
having "dirty" catalog data, and let code requiring the up-to-date
catalog tree (node tool menus) ensure the tree is updated if needed.
The asset library loading API should be made clearer and generally
better defined/designed, currently it's all a bit messy & confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/118463
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
Remove most includes of this header inside other headers, to remove unnecessary
indirect includes which can have a impact on compile times. In the future we may
want more dedicated "_fwd.hh" headers, but until then, this sticks with the
solution in existing code.
Unfortunately it isn't yet possible to remove the include from `BKE_geometry_set.hh`.
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.
Use terms:
- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.
This was already a convention but not followed closely.
This adds a new "Active Camera" input geometry node, per #105761.
The node outputs the the scene's current active camera. It is available
from Input > Scene > Active Camera in the geometry nodes Add menu.
Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.
In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.
Pull Request: https://projects.blender.org/blender/blender/pulls/113431
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
This avoids some duplication between the modifier and operator evaluation
contexts and also makes it easier to make independent from a specific
evaluation context (so e.g. the simulation nodes code shouldn't care whether
it's used from a modifier or operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/115512
Warnings created during evaluation of the node group are passed as
warnings to the operator. This is done using the existing logging
system, which we could also use to get socket inspection working
in the future.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/115237
Extend node tools to display tool assets in object mode as well
as edit and sculpt modes. For consistency with existing Blender
design, selection cannot be set and is just "true" in object mode
because it can't be visualized. The visibility of tools can be
customized per object type in object mode as well.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/114819